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Q3 artifacts with latest G400 drivers.

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  • #16
    Well I don't know what to say.... I'll check those maps as well to see if I have those artifacts.









    Spazm
    P3-667@810 retail, Asus CUSL2-C, 2*128 mb PC-133(generic), G400DH 16mb, SBLive value, HollyWood+, 1*Realtek 8029(AS) and 1*Realtek 8039C, Quantum 30g, Pioneer DVD-115f

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    • #17
      I've done many tests this afternoon and here's my conclusions.

      - G400 (at least the 16mb one) can't support huge textures (over 1024*1024).
      - G400 has no mipmaping LOD support.
      - It has no antialiasting in 1024*768.
      - There are some imperfections in Perspective textures corrections
      - All other Perspective corrections fails (color/alpha and color fog)
      - On very high polygons count on G400 you can see that some are missing.

      These results were given by 3D Winbench 2000 with DX8 installed.

      I've also noticed that the floor bug that you had isn't the same that the one I had. These bug only render on very specific locations of the map and you have to look at it in a specific way to get it...

      Seem we'll be stuck with this for now. Maybe the TGL driver doesn't have that bug, but I'm not gonna try it. If you do, tell me.













      Sorry for the image size.... but I didn't wan't to work to much on it.

      Spazm
      P3-667@810 retail, Asus CUSL2-C, 2*128 mb PC-133(generic), G400DH 16mb, SBLive value, HollyWood+, 1*Realtek 8029(AS) and 1*Realtek 8039C, Quantum 30g, Pioneer DVD-115f

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      • #18
        I don't even think Q3 uses such large textures anyways.

        Also I ran the bumpmap demo on the G400, and parts of the demo were doing 10k triagnles.

        Isn't the G400 ICD designed to use SSE to handle T&L, also what is not supported in hardware is done thru software in the ICD ?

        So I think the G400 is perfectly capable of handling the game, now the Q3 expansion coming this christmas maybe another issue that game looks like it's pushing a hell of a lot more textures, triangles and the map size max is around 40 times that of Q3.

        I hope people have fast bandwith to download this thread


        [This message has been edited by Galvin (edited 03 December 2000).]

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        • #19
          1- Q3 is maxed out at 512*512 textures.
          2- Having a polygon count of 10K doesn't means that they're all drawn.
          3- Well, I know that the TGL is supporting SSE so I do think that the ICD do it too. For the T&L part, the G400 doesn't support it in hardware... it's done software.
          Yes the things that the G400 doesn't do in hardware are done in software but there are things that the G400 do and it do it incorrectly. Let's talk about the wallbug... this bug happend because G400 do the Perspective Color Correction in hardware... and like you see it's improperly done.
          4- Don't forget that even if there was 5000K polygons in the map, with the Z-axis sorting and the clipping there will be a lot of polygons that will not be draw, in fact only the top polygons will be displayed.
          5- Well, maybe I should had changed my resolution.... but even with my 56K modem it isn't that long to dw.

          Spazm
          P3-667@810 retail, Asus CUSL2-C, 2*128 mb PC-133(generic), G400DH 16mb, SBLive value, HollyWood+, 1*Realtek 8029(AS) and 1*Realtek 8039C, Quantum 30g, Pioneer DVD-115f

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          • #20
            So you're saying it's a fault of the hardware ? or software.

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            • #21
              Thanks, I see the bugs I mentioned are on there except the one with the lights.
              Since there is already screen shots on here, maybe you can add that one ?

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              • #22
                Galvin, didn't you take a look to the pics I posted here? The perspective Color Correction is done Hardware on the G400 but it doesn't work properly. So according to the tests I did, the problem is definitively hardware.... but it could be resolved by doing this process in software.... or by updating the functions on the card. The bug has been reported it's the vertex lightning.

                John Rambo, any idea about if these will be corrected? and when?

                Spazm
                P3-667@810 retail, Asus CUSL2-C, 2*128 mb PC-133(generic), G400DH 16mb, SBLive value, HollyWood+, 1*Realtek 8029(AS) and 1*Realtek 8039C, Quantum 30g, Pioneer DVD-115f

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                • #23
                  Spazm I see your pics but they don't make much sense to me, all I know is Q3 is not that advanced of a 3D game, I am sure it's OGL bugs the matrox beta testers would probably know more about this.

                  I tried the alice demo and that has no artifacts and that looks like it's doing a hell of a lot more 3D than quake, suprised at how fast it ran which so many different colors and stuff. Adicting game

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                  • #24
                    Originally posted by Galvin:
                    I tried the alice demo and that has no artifacts and that looks like it's doing a hell of a lot more 3D than quake, suprised at how fast it ran which so many different colors and stuff. Adicting game
                    Wow! Yours is reversed. I wonder if your config.cfg is a problem in Q3A? Have you tried renaming it and have Q3A rebuild it? I am not sure if anyone else suggested that yet.
                    Ant @ The Ant Farm (http://antfarm.ma.cx)

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                    • #25
                      Galvin: I've just reproduced the lighting problems in q3a, and will add them to the page soon. Question is if it really is a different bug as the texture corruption bug in q3a. I've got a nice screenshot already:


                      Antdude: I check the config files (default.cfg and config.cfg) in Alice, and all the rendering options in there are the same as in q3a as far as I can see.

                      [This message has been edited by dZeus (edited 04 December 2000).]

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                      • #26
                        to GALVIN:

                        all are known problems and not fixed yet, see here. http://dzeus.student.utwente.nl/g400/main.html

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                        • #27
                          Originally posted by spazm_1999:
                          Galvin, didn't you take a look to the pics I posted here? The perspective Color Correction is done Hardware on the G400 but it doesn't work properly. So according to the tests I did, the problem is definitively hardware.... but it could be resolved by doing this process in software.... or by updating the functions on the card. The bug has been reported it's the vertex lightning.

                          John Rambo, any idea about if these will be corrected? and when?

                          Spazm

                          yes I know, buy a GF2 )

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                          • #28
                            I got all these in Win2k and the G400 since the game was released, I always thought it was the game since Matrox have upgraded drivers so often and the problems just continue! I can't even run vertext lighting with the latest drivers and DX8, cos the whole screen looks weired... But I just recently got a voodoo5500 and all is perfect, not texture corruption no nothing, so one has to wonder about the G400 drivers and Q3A, they're still no good!

                            Cheers Hobo

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                            • #29
                              it isn't that bad. I can live with the small amounts of texture corruption present in q3a. I have faith in Matrox fixing the problem sometime in the near future (within 3 months). Since I am planning to use the G400 for quite a while longer, it's fine with me

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                              • #30
                                Wow, man that really amaze me.... I've never saw something like that in my Quake 3.... and I've played almost a year with my G400.



                                Spazm
                                P3-667@810 retail, Asus CUSL2-C, 2*128 mb PC-133(generic), G400DH 16mb, SBLive value, HollyWood+, 1*Realtek 8029(AS) and 1*Realtek 8039C, Quantum 30g, Pioneer DVD-115f

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